Cleanup: style
This commit is contained in:
@@ -21,10 +21,10 @@
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* \ingroup bke
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*/
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typedef void* CCGMeshHDL;
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typedef void* CCGVertHDL;
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typedef void* CCGEdgeHDL;
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typedef void* CCGFaceHDL;
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typedef void *CCGMeshHDL;
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typedef void *CCGVertHDL;
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typedef void *CCGEdgeHDL;
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typedef void *CCGFaceHDL;
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typedef struct CCGEdge CCGEdge;
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typedef struct CCGFace CCGFace;
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@@ -40,7 +40,7 @@ typedef struct CCGMeshIFC {
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/***/
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typedef void* CCGAllocatorHDL;
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typedef void *CCGAllocatorHDL;
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typedef struct CCGAllocatorIFC {
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void* (*alloc) (CCGAllocatorHDL a, int numBytes);
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@@ -1557,7 +1557,7 @@ typedef struct SPHRangeData {
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SPHNeighbor neighbors[SPH_NEIGHBORS];
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int tot_neighbors;
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float* data;
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float *data;
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ParticleSystem *npsys;
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ParticleData *pa;
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@@ -1623,8 +1623,8 @@ static void sph_density_accum_cb(void *userdata, int index, const float co[3], f
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if (pfr->use_size)
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q *= npa->size;
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pfr->data[0] += q*q;
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pfr->data[1] += q*q*q;
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pfr->data[0] += q * q;
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pfr->data[1] += q * q * q;
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}
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/*
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@@ -1565,7 +1565,7 @@ static void sb_sfesf_threads_run(struct Depsgraph *depsgraph, Scene *scene, stru
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/* --- the spring external section*/
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static int choose_winner(float*w, float* pos, float*a, float*b, float*c, float*ca, float*cb, float*cc)
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static int choose_winner(float *w, float *pos, float *a, float *b, float *c, float *ca, float *cb, float *cc)
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{
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float mindist, cp;
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int winner =1;
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@@ -1885,13 +1885,13 @@ static void sb_spring_force(Object *ob, int bpi, BodySpring *bs, float iks, floa
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switch (bs->springtype) {
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case SB_EDGE:
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case SB_HANDLE:
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forcefactor *= kw;
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forcefactor *= kw;
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break;
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case SB_BEND:
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forcefactor *=sb->secondspring*kw;
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forcefactor *= sb->secondspring * kw;
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break;
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case SB_STIFFQUAD:
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forcefactor *=sb->shearstiff*sb->shearstiff* kw;
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forcefactor *= sb->shearstiff * sb->shearstiff * kw;
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break;
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default:
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break;
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@@ -2043,11 +2043,11 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo
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BKE_effectors_apply(effectors, NULL, sb->effector_weights, &epoint, force, speed);
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/* apply forcefield*/
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mul_v3_fl(force, fieldfactor* eval_sb_fric_force_scale);
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mul_v3_fl(force, fieldfactor * eval_sb_fric_force_scale);
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add_v3_v3(bp->force, force);
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/* BP friction in moving media */
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kd= sb->mediafrict* eval_sb_fric_force_scale;
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kd= sb->mediafrict * eval_sb_fric_force_scale;
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bp->force[0] -= kd * (bp->vec[0] + windfactor*speed[0]/eval_sb_fric_force_scale);
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bp->force[1] -= kd * (bp->vec[1] + windfactor*speed[1]/eval_sb_fric_force_scale);
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bp->force[2] -= kd * (bp->vec[2] + windfactor*speed[2]/eval_sb_fric_force_scale);
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@@ -2056,7 +2056,7 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo
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}
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else {
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/* BP friction in media (not) moving*/
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float kd = sb->mediafrict* sb_fric_force_scale(ob);
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float kd = sb->mediafrict * sb_fric_force_scale(ob);
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/* assume it to be proportional to actual velocity */
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bp->force[0]-= bp->vec[0]*kd;
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bp->force[1]-= bp->vec[1]*kd;
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@@ -614,8 +614,8 @@ void update_edit_mode_pointers(const Depsgraph *depsgraph,
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}
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template <typename T>
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void update_list_orig_pointers(const ListBase* listbase_orig,
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ListBase* listbase,
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void update_list_orig_pointers(const ListBase *listbase_orig,
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ListBase *listbase,
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T *T::*orig_field)
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{
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T *element_orig = reinterpret_cast<T*>(listbase_orig->first);
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@@ -934,7 +934,7 @@ void ObjectRuntimeBackup::init_from_object(Object *object)
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}
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inline ModifierDataBackupID create_modifier_data_id(
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const ModifierData* modifier_data)
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const ModifierData *modifier_data)
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{
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return ModifierDataBackupID(modifier_data->orig_modifier_data,
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static_cast<ModifierType>(modifier_data->type));
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@@ -26,9 +26,10 @@ uniform vec2 nearFar; /* Near & far view depths values */
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/* divide by sensor size to get the normalized size */
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#define calculate_coc(zdepth) (dof_mul / zdepth - dof_bias)
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#define linear_depth(z) ((ProjectionMatrix[3][3] == 0.0) \
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? (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) \
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: z * (nearFar.y - nearFar.x) + nearFar.x) /* Only true for camera view! */
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#define linear_depth(z) \
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((ProjectionMatrix[3][3] == 0.0) ? \
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(nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) : \
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z * (nearFar.y - nearFar.x) + nearFar.x) /* Only true for camera view! */
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#define weighted_sum(a, b, c, d, e) (a * e.x + b * e.y + c * e.z + d * e.w) / max(1e-6, dot(e, vec4(1.0)));
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@@ -31,9 +31,10 @@ float max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); }
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/* divide by sensor size to get the normalized size */
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#define calculate_coc(zdepth) (dof_aperturesize * (dof_distance / zdepth - 1.0) * dof_invsensorsize)
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#define linear_depth(z) ((ProjectionMatrix[3][3] == 0.0) \
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? (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) \
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: (z * 2.0 - 1.0) * nearFar.y)
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#define linear_depth(z) \
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((ProjectionMatrix[3][3] == 0.0) ? \
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(nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) : \
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(z * 2.0 - 1.0) * nearFar.y)
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const float MAX_COC_SIZE = 100.0;
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@@ -264,8 +264,7 @@ static GPUShader *ensure_background_shader(WORKBENCH_PrivateData *wpd)
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static void select_deferred_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg)
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{
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wpd->prepass_solid_sh
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= ensure_deferred_prepass_shader(wpd, false, false, sh_cfg);
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wpd->prepass_solid_sh = ensure_deferred_prepass_shader(wpd, false, false, sh_cfg);
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wpd->prepass_solid_hair_sh = ensure_deferred_prepass_shader(wpd, false, true, sh_cfg);
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wpd->prepass_texture_sh = ensure_deferred_prepass_shader(wpd, true, false, sh_cfg);
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wpd->prepass_texture_hair_sh = ensure_deferred_prepass_shader(wpd, true, true, sh_cfg);
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@@ -155,13 +155,15 @@ static void PAINT_TEXTURE_engine_init(void *UNUSED(vedata))
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}
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}
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static DRWShadingGroup* create_texture_paint_shading_group(PAINT_TEXTURE_PassList *psl, const struct GPUTexture *texture, const DRWContextState *draw_ctx, const bool nearest_interp)
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static DRWShadingGroup *create_texture_paint_shading_group(
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PAINT_TEXTURE_PassList *psl, const struct GPUTexture *texture, const DRWContextState *draw_ctx, const bool nearest_interp)
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{
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Scene *scene = draw_ctx->scene;
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const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
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const bool masking_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL && imapaint->stencil != NULL;
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DRWShadingGroup *grp = DRW_shgroup_create(masking_enabled?e_data.image_masking_sh:e_data.image_sh, psl->image_faces);
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DRWShadingGroup *grp = DRW_shgroup_create(
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masking_enabled ? e_data.image_masking_sh : e_data.image_sh, psl->image_faces);
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DRW_shgroup_uniform_texture(grp, "image", texture);
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DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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@@ -78,9 +78,9 @@ void main()
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/* Facing based color blend */
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vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
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vec3 view_normal = normalize(NormalMatrix * vnor + 1e-4);
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vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)
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? normalize(vpos.xyz)
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: vec3(0.0, 0.0, 1.0);
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vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ?
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normalize(vpos.xyz) :
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vec3(0.0, 0.0, 1.0);
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float facing = dot(view_vec, view_normal);
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facing = 1.0 - abs(facing) * 0.3;
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@@ -242,7 +242,7 @@ unsigned int BlenderStrokeRenderer::get_stroke_mesh_id(void) const
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return mesh_id;
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}
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Material* BlenderStrokeRenderer::GetStrokeShader(Main *bmain, bNodeTree *iNodeTree, bool do_id_user)
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Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain, bNodeTree *iNodeTree, bool do_id_user)
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{
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Material *ma = BKE_material_add(bmain, "stroke_shader");
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bNodeTree *ntree;
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@@ -67,7 +67,7 @@ public:
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Render *RenderScene(Render *re, bool render);
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static Material* GetStrokeShader(Main *bmain, bNodeTree *iNodeTree, bool do_id_user);
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static Material *GetStrokeShader(Main *bmain, bNodeTree *iNodeTree, bool do_id_user);
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protected:
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Main *freestyle_bmain;
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@@ -176,7 +176,7 @@ public:
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return _Normals;
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}
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virtual const FrsMaterial*const* frs_materials() const
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virtual const FrsMaterial * const *frs_materials() const
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{
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return _FrsMaterials;
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}
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@@ -1132,7 +1132,7 @@ void DirectDrawSurface::mipmap(Image *img, uint face, uint mipmap)
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// It was easier to copy this function from upstream than to resync.
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// This should be removed if a resync ever occurs.
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void* DirectDrawSurface::readData(uint &rsize)
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void *DirectDrawSurface::readData(uint &rsize)
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{
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uint header_size = 128; // sizeof(DDSHeader);
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if (header.hasDX10Header())
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@@ -183,7 +183,7 @@ bool RE_engine_is_opengl(RenderEngineType *render_type);
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RenderEngineType *RE_engines_find(const char *idname);
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rcti* RE_engine_get_current_tiles(struct Render *re, int *r_total_tiles, bool *r_needs_free);
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rcti *RE_engine_get_current_tiles(struct Render *re, int *r_total_tiles, bool *r_needs_free);
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struct RenderData *RE_engine_get_render_data(struct Render *re);
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void RE_bake_engine_set_engine_parameters(
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struct Render *re, struct Main *bmain, struct Scene *scene);
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@@ -432,7 +432,7 @@ bool RE_engine_get_spherical_stereo(RenderEngine *engine, Object *camera)
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return BKE_camera_multiview_spherical_stereo(re ? &re->r : NULL, camera) ? 1 : 0;
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}
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rcti* RE_engine_get_current_tiles(Render *re, int *r_total_tiles, bool *r_needs_free)
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rcti *RE_engine_get_current_tiles(Render *re, int *r_total_tiles, bool *r_needs_free)
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{
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static rcti tiles_static[BLENDER_MAX_THREADS];
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const int allocation_step = BLENDER_MAX_THREADS;
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@@ -689,7 +689,7 @@ static int ibuf_get_color_clip(float col[4], ImBuf *ibuf, int x, int y, int extf
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}
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if (ibuf->rect_float) {
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const float* fp = ibuf->rect_float + (x + y*ibuf->x)*ibuf->channels;
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const float *fp = ibuf->rect_float + (x + y * ibuf->x) * ibuf->channels;
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if (ibuf->channels == 1)
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col[0] = col[1] = col[2] = col[3] = *fp;
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else {
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@@ -354,7 +354,7 @@ Scene *RE_GetScene(Render *re)
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return NULL;
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}
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void RE_SetScene(Render *re, Scene* sce)
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void RE_SetScene(Render *re, Scene *sce)
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{
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if (re) {
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re->scene = sce;
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@@ -169,7 +169,7 @@ void render_result_views_shallowdelete(RenderResult *rr)
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}
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static char* set_pass_name(char *outname, const char *name, int channel, const char *chan_id)
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static char *set_pass_name(char *outname, const char *name, int channel, const char *chan_id)
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{
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BLI_strncpy(outname, name, EXR_PASS_MAXNAME);
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if (channel >= 0) {
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